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Merge branch 'non-integer-offsets' into 'master'
Non integer offsets See merge request veloren/veloren!956
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commit
00f0a011de
@ -36,7 +36,7 @@ void main() {
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uint bone_idx = (v_ao_bone >> 2) & 0x3Fu;
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uint bone_idx = (v_ao_bone >> 2) & 0x3Fu;
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mat4 combined_mat = model_mat * bones[bone_idx].bone_mat;
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mat4 combined_mat = model_mat * bones[bone_idx].bone_mat;
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vec3 pos = vec3((uvec3(v_pos_norm) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) - 128.0;
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vec3 pos = (vec3((uvec3(v_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0;
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f_pos = (
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f_pos = (
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combined_mat *
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combined_mat *
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@ -48,7 +48,7 @@ void main() {
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// First 3 normals are negative, next 3 are positive
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// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
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vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
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vec3 norm = normals[(v_pos_norm >> 24) & 0x7u];
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vec3 norm = normals[(v_pos_norm >> 29) & 0x7u];
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// Calculate normal here rather than for each pixel in the fragment shader
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// Calculate normal here rather than for each pixel in the fragment shader
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f_norm = normalize((
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f_norm = normalize((
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@ -56,11 +56,11 @@ impl Vertex {
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};
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};
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Self {
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Self {
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pos_norm: pos
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pos_norm: pos
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.map2(Vec3::new(0, 8, 16), |e, shift| {
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.map2(Vec3::new(0, 9, 18), |e, shift| {
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((e + 128.0) as u32) << shift
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(((e * 2.0 + 256.0) as u32) & 0x3FF) << shift
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})
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})
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.reduce_bitor()
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.reduce_bitor()
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| (norm_bits << 24),
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| (norm_bits << 29),
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col: col
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col: col
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.map2(Rgb::new(0, 8, 16), |e, shift| ((e * 255.0) as u32) << shift)
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.map2(Rgb::new(0, 8, 16), |e, shift| ((e * 255.0) as u32) << shift)
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.reduce_bitor(),
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.reduce_bitor(),
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